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If people have too much external justification for their actions, cognitive dissonance does not occur, and thus, attitude change is unlikely to occur. On the other hand, when people cannot find external justification for their behavior, they must attempt to find internal justification—they reduce dissonance by changing their attitudes or behaviors.
Cognitive dissonance theory explains changes in people's attitudes or beliefs as the result of an attempt to reduce a dissonance (discrepancy) between contradicting ideas or cognitions. In the case of effort justification, there is a dissonance between the amount of effort exerted into achieving a goal or completing a task (high effort ...
The IKEA effect is a cognitive bias in which consumers place a disproportionately high value on products they partially created. The name refers to Swedish manufacturer and furniture retailer IKEA, which sells many items of furniture that require assembly.
Insufficient justification and insufficient punishment are broad terms. They encompass ideas ranging from operant conditioning and behavior psychology to cognitive dissonance and intrinsic desires/motivation. Insufficient justification and insufficient punishment can be described as simple extensions of how and why humans behave the ways that ...
The theory of cognitive dissonance proposes that people have a motivational drive to reduce dissonance. Choice-supportive bias is potentially related to the aspect of cognitive dissonance explored by Jack Brehm (1956) as postdecisional dissonance. Within the context of cognitive dissonance, choice-supportive bias would be seen as reducing the ...
1) The existence of dissonance, being psychologically uncomfortable, will motivate the person to try to reduce the dissonance and achieve consonance. 2) When dissonance is present, in addition to trying to reduce it, the person will actively avoid situations and information which would likely increase the dissonance (Festinger 1957, p. 3).
The Good Behavior Game (GBG) is a "classroom-level approach to behavior management" [26] that was originally used in 1969 by Barrish, Saunders, and Wolf. The Game entails the class earning access to a reward or losing a reward, given that all members of the class engage in some type of behavior (or did not exceed a certain amount of undesired ...
As an example, one's attitude toward ice cream may serve a utilitarian function because it is likely to be based on the reward (e.g., enjoyable taste) and punishments (e.g., weight gain) associated with ice cream and to guide behavior that maxims benefits while minimizing costs (e.g., eating low-fat ice cream) (Shavitt & Nelson, 2002 [7]).